(FFVII PC) The **ab files

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I work weekends in a shop buddy I’m in UK time is 1.33 pm I finish at 2 ?
 
Quid that fixed the issue with positioning and I have to say that 2x cut is amazing m8 don’t think u could get it any closer to doom sword 2nd hit is perfect ?
 
all animation are looking good quid, The 2x cut and 4x cut are basically the same as soldier 1st and all limits are fine also, my fave is meteorain for some reason LOL uve done an amazing job m8, the climhazzard limit is still buggy but works fine n love the low health animation, reminds me of the 2 headed monster in shinra mansion staggering.also the death animation is like every other death animation, perfect
 
Well, this is great, but hold on to your sit because I just had a vision while waking up.

First, it downed on me that a few other commands were probably having slight position issue, so I fixed them all. D.blow and so forth, even Braver and Cross slash.

And, I was WRONG about increasing the file size being a bad idea, at least I just was able to increase it enough to make a good and FULL Omnislash!
During previous attempts at increasing I probably upseted something else, increase size can be done at least to a point, and so:
https://ufile.io/4ofopgnh

Can't find any problem during my quick test now, like you said Climhazzard camera isn't great but that one might not be such a bad thing given that fitting animations were scarce. Give me news of that Omnislash, mhm ha ha...
 
Ohhhhh very nice quid it’s half 2 in the morning but I’m firing the game up to test it now I can’t wait LOL
 
OMG quid u smashed it lol that stab at the end it phenomenal and every slash connects with sound and graphic in sync lol how did u do that  :-D LOL ur too good at this m8
 
Also yeh deathblow is better now, was already great n uve made it better somehow lol
 
Positioning on braver and sword slash is better to think I only used these on small enemies before that’s how I never noticed positioning was off. That omnislash though  :-o he even holds his sword up before final slash like he’s charging with the sound effect in sync that’s amazing m8
 
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It is mostly a huge lucky break that it work so well, for the Omnislash setup in the kernel.bin and maybe other files I am not sure of, happen to do most of the work in this limit case. All I did was to add +11 anims call to the sequence, finishing with 0F\15 before the opcodes that return the char to it's start position so he will do that too, and voilà, bingo, somehow this all synched well enough. Didn't think it was safe to try before, but I was wrong then.

It's very early for me too but I mod intensively these days, and I get up even early than usual on most days, starting with a little modding already before going to work.

Badaway, I forgot to ask but this is a very cool Zack head, did you make it?
 
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Yeh I made the Zack head with help from sega chief through kimera, it’s the Zack field model hair attached to the Kaldarasha Zack head I think but it could be better sega showed me how to go about doing it by deleting textures from field model head. N amazing stuff quid, uve been modding non stop for over a week I think lol I look forward to it, I wake up and look for ur messages LOL
 
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I have a better body for Zack I can send u too if u want, I just like the soldier first body cause it looks old school lol
 
I am the king of morons and the prince of inferior beings. Or that is how I feel right now. Since months I have been preparing a cargo load of battle files, and working like a blind fool on defining the script animations indexes of each... Because this:

Now the second group. Script headers. Just like it is in text files and AI script blocks, these point to a raw memory address within the file to a script that defines an animation group for an actor. These don't get stored anywhere. Instead they are translated, but I'll mention that later. There are no more than 74 scripts in these files. Players use all of these, while enemies typically need less than 20, though those are bosses.
This totaly and utterly escaped me until right now. I just realized it while comparing my recent notes to some infos I kept from threads like this one, the index table is of course within each ab file, I just, I was just a moron in such a hurry that I had never studied the header section hard enough past the third byte. And I still could have never done it until who know when if Nico's exercise didn't remotivate me to study some things I thought it wasn't so important to look at too hard.

Well, I have some clean up to do in my cargo load I think, and probably a few improvements also.

Thanks, Nico, but I already made everything I need as far as models goes over the last few years, though my development history is chaotic to say the least.
 
No problem quid and what does this mean could do some stuff u thought u couldn’t inside ab file?
N yeh uve been modding like a maniac, the amount uve done while still going to ur job is crazy lol
N well I’m glad I motivated u cause no one else could do what uve done I think, I couldn’t find anyone to do hexing until u, and I searched lol
 
Oh does this mean u could do the animation of enemy’s exactly the same?
 
This mostly mean that when I create new scripts sequences in a ab, item throwing to take a example I did a lot, I was never supposed to run 10x time the same test after that in game to know what the correct index to assign in proud clod was for this new sequence. It's like I was litteraly running blind on this part.

And now I understand how the indexes are organized, I can choose at what offset my new sequences start and what their index should be, this is a LOT easier to keep in order and faster to work with on every front.

This work is something that started quite a while back, and I often took long breaks when fed up or just too busy\with other interests to pursue. If I had all my time this would be something else, but well, I probably woudn't want to do that all the time anyway.
 
Ah so it will make it easier for u to mod, that’s awesome m8 so uve been making it harder for urself this whole time by doing it manually lol I have something else to ask u, did u ever make a sephiroth battle mod, I have a version and I’ve edited every field in the f level to change cloud into real sephiroth with animations.
 
I have a improved Sephiroth but his missing animations still need some work, which is currently suspended, and since I don't intend to make him fully playable I didn't bother with several of those missing anims like Flash, steal and so on.
Though your Zack gave me new ideas for my Sephiroth improvement, I keep them for the appropriate time in my progress before deciding what else to do.

So no real ready to fully play Sephiroth boy in my boxes.
 
Well if u ever do complete ur sephiroth I would love to use him in my mod I’m using imperus sephiroth in my mod by meesbaker but with normal sephiroth model not coatless but uses clouds limits with no animations everything else is good I think.
 
I’ve also put together a Zack mod with the Zack u created, it has a few other surprise characters added and I’ve edited the flevel for said characters, would u like me to send u it, would love to give u something for everything uve done.
 
Oh and 1 more question, do u know if it’s possible to give playable characters enemy attack sound effects and hit marker/Tex?
I know I can edit player character weapons through wall market editor but don’t know how to add enemy sound effects only player character ones
 
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